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Bigpapa42

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Posts posted by Bigpapa42

  1. I was actually talking about when all these threads are full of "Okay hire this guy because of such and such, then do this, then you're going to have to do this, then this will happen, so do this, then this, this, this, and this..."

     

    Fair enough. I like to take a bit of a structured approach with regard to hirings, too. Not as much, but I find it helps as well, given my particular play style.

     

    I have a strong tendency to over-hire. I usually run national or large cult sized companies, which usually have some money. So I will open up a developmental company at the smallest possible size (sometimes two, or even three) and stock it up. If I'm not selective, I can find reasons to hire dozens of workers. More. I'm good at finding a "possible use" for almost anyone. A lot of "maybe they will develop" hires. Playing in the Cverse or Tverse, there are so many possible hirings. I'm not much different if I'm playing WMMA, minus the developmental company openings.

     

    I don't plan massively when it comes to who to sign. But I like to set some boundaries and guidelines. Go in with some ideas of who I want to sign and who I want to simply watch to see if they develop. I find that helps avoid a bit of the bloat I will otherwise end up with.

  2. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ArcheoOutOfNowhere" data-cite="ArcheoOutOfNowhere" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>Thanks for the infos !<p> </p><p> I have a question though. Wouldn't putting "excellent" potential means that, provided I hire every one of them and book them properly (including good opponents, etc), all of them would be reaching what I'd call "WWE/NJPW/ROH level" at least ? I'm more or less trying to simulate how the French scene would change if, rather than complete nobodies to train them, they'd have people with a lot of talent and pop (and hopefully a decent booker as well): while not everyone would become a star because you can't train a broomstick to become Chris Jericho, I'm guessing you'd have more Will Ospreay and almost no random amateur jobbers who shouldn't ever wrestler in front of more than 10 people. </p><p> With excellent potential, and considering so far I have 164 guys set in 85 years (so I'd have for the first decades 20 or so guys, then in the 2000 a lot more -but then I expect I'd be at Global level, or at the very least able to hire some of the best), it seems to me that it'd become easy to make them all into stars, so I suppose I should just use Random and hope for the best.</p><p> </p><p> But the first part of your answer is interesting, so now all I have is to create "basic" profiles fitting for each style (or at least those needed), then modify it a tiny bit, rather than have to watch tons and tons of amateur guys to get a better feel if I should set their Brawling stat at 30 or 45 <img alt=":D" data-src="//content.invisioncic.com/g322608/emoticons/biggrin.png.929299b4c121f473b0026f3d6e74d189.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> As Jaysin says, the Potential setting simply means what their ceiling could be. A worker who debuts as pretty mediocre but with excellent potential is not guaranteed to become a top level worker. There are factors that impact it - starting age, injuries, where they work, etc. Conversely, I've seen mediocre workers who start at 30 years old and have low potential set still develop really well because they are on a roster with great in-ring talent, they work constantly, and that maxes out their skills to the limit of their potential. </p><p> </p><p> Personally, how I set workers to debut depends on the balance of the mod and the intent. A mod that is skilled pretty high on average - so midcard talent in a big company have really strong Psychology on average, meaning they can put on good matches really easily - then I don't mind having young workers debut as top level workers from day one. But if the balance is lower - similar to the Cverse, Tverse or Mod Squad mods - then I might be more hesitant. I might not have them debut as dead average workers, but as good workers with room to grow and potential set so they are likely to get there. </p><p> </p><p> This is something I spent a bunch of time trying to tune when I tweaked a version of the 2001 WCW Lives mod to suit a particular scenario. It took quite a bit of tweaking and testing to find a balance I liked, but that was to suit my particular tastes. I came up with a couple of different "debut level" models, and found that they tended to develop to the expected level.</p>
  3. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BrokenCycle" data-cite="BrokenCycle" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41343" data-ipsquote-contentclass="forums_Topic"><div>I think people get WAY too into the strategies of each promotion. <p> </p><p> TCW is a lot more balanced, and there's pieces that need to be replaced. Same for every single major promotion in the game because the game world is so stagnant (in good and bad ways). There's nothing really to know about it before playing, because the formula is always the same: Play, get into a groove, win.</p></div></blockquote><p> </p><p> Can't speak for anyone else, but I personally find it really helps with immersion and investment. When I just sit down and starting booking, without any strategy, plan, or goals.... it just turns into power booking. Just whatever generates the best grades. And that turns it into input-output and I lose interest very quickly.</p>
  4. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MightyDavidson" data-cite="MightyDavidson" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44604" data-ipsquote-contentclass="forums_Topic"><div>How is strained fingers qualified as an injury? Sore fingers is not an injury, that's an inconvenience!</div></blockquote><p> </p><p> Ever tried to throw a punch with strained tendons or muscles in your hand? That can be a lot more than inconvenient.</p>
  5. I haven’t done a TCW game since TEW10 but I’ve been going over this company and this thread thinking about taking on the task of bringing TCW back from the brink. From what I have seen so far the loss of some of your big name workhorses and the aging of others has handicapped the rosters ability to compete star quality and match grade wise. Without completely tearing this company apart, what is the difficulty of bringing TCW up to speed with the SWF and USPW in 16?

     

    You need to overhaul your roster. There are aging stars and long-timers who just don't really fit the product at this point. And being performance equals popularity is a bit of a challenge, because popularity is faster to build than performance. But the Cverse offers TONS of quality youngsters. Pick your favorites, get them locked down to long deals and start building.

     

    The level of challenge varies save to save. Who is on Time Decline and how far along they are will be a factor. So will the expiry dates on the contracts of your top guys.

     

    You will lose your stars. Accept that. There are three aggressive promotions that are richer than you. Pretty much any of your top guys who have their deal come up will be gone - you cannot complete financially. If you play as the owner and have no spending limits, you might win the bidding war to keep someone like Golden, Hawkins, or Andrews.... but it would cripple you financially.

     

    It is possible, though challenging, to avoid losing the national battles and dropping. Even if you don't go the Marat route. Just have to book carefully, and make effective use of your top stars. Rocky Golden particularly is gold. Showtime has a point - its almost easier in some ways to give yourself some leeway by accepting the drop to Cult and using that six months to build.

  6. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Gungner" data-cite="Gungner" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41343" data-ipsquote-contentclass="forums_Topic"><div>I've just started a TCW save (my third overall attempt with the C-Verse since 2007). I've opened up a development territory, and I have offers out for a bunch of workers. I was considering moving Networks, but opted out do to the $1,8 mil penalty fee... I guess I could, but it seems it would be cheaper in the long run, to stay at Pop.</div></blockquote><p> </p><p> The network switch is something I mull over whenever I mess around with TCW. Its cheaper in the short-term. But the Pop Network limits growth and income. Long-term, moving to a bigger network is the better call. Eat the loss.</p>
  7. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="FlameSnoopy" data-cite="FlameSnoopy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="44408" data-ipsquote-contentclass="forums_Topic"><div><strong>Worker popularity is actually by far the hardest thing to set and balance when modding</strong>. I'm definitely going to tweak it a lot more in the future.<p> </p><p> As always, thanks for the feedback!</p></div></blockquote><p> </p><p> This. So very much this lol. People don't realize how much tweaking and testing it can take to get things balanced in a mod. We often get caught up on attributes, debating over a couple of points in a given skill. But that really doesn't tend to have that big of an impact on match grades, even if its Psychology, because there are so many other factors involved. But those couple of points in popularity can make an impact on match grades, especially in an SE company. If the whole roster is a bit high or low in popularity, you can end up with things being too easy or too hard. </p><p> </p><p> Compounding that difficulty is that the "right" balance is a bit different for everyone user. Some want things challenging, where a B or B+ match is a bit of an achievement and others want one where an A grade show is easy every time. </p><p> </p><p> Been meaning to actually give this a try. Thanks for taking the time with it!</p>
  8. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Mike7273" data-cite="Mike7273" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41411" data-ipsquote-contentclass="forums_Topic"><div>Thanks for the suggestions. I also didn't want the new WWWE to be exactly the same as the old one or a clone of AWF. I want to have the Sports Entertainment aspect mixed with some great in-ring action like ROH and New Japan.</div></blockquote><p> </p><p> No saying don't do it.... but that doesn't sound like the most WWWE of WWWE resurrections. From the canon, the WWWE was SE as its worst at times. Not to say it as all crap, but part of the reason it died was a decline in business because of too many failed gimmicks, bad storylines, and general wrestle-crap. With resurrecting a company, the nostalgia aspect is going to be a major part of the draw. And moving away from that lessens the appeal for many returning fans. </p><p> </p><p> Going back to the WCW example.... if WWE brought back WCW, but decided to make the product like the WCW golden period (in terms of ring work) of 1989-1991, that might be appeal to some hardcores. But that's not the primary nostalgia factor for the company, so you're losing something. It could end up being like the WWE resurrecting ECW - by leaving out some key elements, if felt like a cheap ripoff. Even if the elements that are being left out are the ones that might be best viewed as "negatives" ones, there would still be some backlash, I think.</p>
  9. Looking at WCW is probably the easiest comparison. They have both been gone about the amount of time, and they have both been kept in the fan's consciousness to some degree. If the WWE relaunched WCW as a standalone promotion, the name value itself would only carry so much weight. I can't imagine WCW would instantly be drawing large crowds - 10K plus - immediately, based purely on its name value from nearly 20 years ago. They might pop a huge crowd for the first show or two, but I don't imagine it would last. Rather, it would take a lot of marketing. Which the WWE would obviously be doing as best they can. But without that, those "new" WCW shows wouldn't be huge.

     

    The WWWE has been kept alive in the Tverse in large part by the AWF and how much it drew from the WWWE, at least in the early going. You still have former WWWE stars in the AWF. So there would definitely be some recognition. But if you run with the idea of having a ton of hype building it up, I think you could definitely have it a bit bigger. I probably agree with Azul's suggestion. And also foolinc - you can "justify" almost anything if you really really want it to be a given size to start.

  10. <p>You are going to get hit some penalties in a lot of main event and semi main event matches. True of any company, really, but definitely true of Burning Hammer. Penalties like motivation (unavoidable), time decline (varies) and lack of selling (common in BH, I've found). Penalties can't be avoided entirely, but the Dirt Sheet being turned on really helps with seeing what is impacting the match. Tag matches in the main event are not only similar to how puro companies run, but can help mitigate some of those penalties. You probably aren't going to get an A grade out of a time-limit draw main event tag or six-man.... but B grades should be achievable. </p><p> </p><p>

    Depending on which talent are on time decline, you may have to limit their usage and protect them to some degree. Or accept the grade impact.</p>

  11. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="MHero" data-cite="MHero" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41411" data-ipsquote-contentclass="forums_Topic"><div>Regen is funky to me. I could look at setting a few people like Blood Spider I to not regenerate however I'm not sure if that will stop their render being used.</div></blockquote><p> </p><p> It should, but I've never tested it to be certain. Honestly, I've thought about editing a bunch to prevent those workers from regenerating, but figured that would probably end up taking more time than just watching the new workers (which I always look at anyway) and editing anyone with an unfitting pic. its annoying when they come up but its easy enough to change to fix it. Doubt the DB editing is worth the effort it would take to avoid them occurring.</p>
  12. Yeah, regeneration can be.... interesting. Easiest way is to go into the in-game Editor and change the worker's picture. If they are on a roster, you also need to go into Contracts and change it there as well. The data comes with a decent amount of free pics, and you can download quite a few more. Think I have well over 1K, which includes a bunch of earlier renders for workers who have been updated.
  13. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="BWA95" data-cite="BWA95" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Quick question how often do DOJOs produce workers if new workers is set to medium?</div></blockquote><p> </p><p> Random. New workers at medium means you probably aren't seeing several debut in a month in a given region. How likely they are to come thru a specific dojo is going to depend on somewhat on how many dojos there are active in that region and simply luck.</p>
  14. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="shawn michaels 82" data-cite="shawn michaels 82" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>That's gonna depend of the workers you have and the quality of the shows you put on. If your workers are good at entertainment, you should go for pop over perf. If not you can set it as Pop=Perf or Perf over Pop. From my personal experience, Pop over Perf is way more friendly and easier to get into the rhythm, provided you have some good talkers.</div></blockquote><p> </p><p> Very much agree, SM82. There isn't a "better" between them. It really depends on what kind of talent you have. If you have loads of high caliber workers, a performance product can be sheer easy-mode. Think of peak NOTBPW. But the reality is that popularity is easier to build up quickly than talent. A mediocre worker with decent overness can still be pretty valuable in a popularity-based promotion, especially if they have a way to easily build/maintain overness like being a good talker, have Menace, etc. I like SE or popularity-based because you can carry a show on angles and can typically get away without having to headline every weekly TV show with a strong match.</p>
  15. <p>I've talked about this a few times in here, but....</p><p> </p><p>

    The AWF has long been my go-to promotion in the ThunderVerse. I've always liked quite a bit of their talent, and the whole vibe of the company just appealed to me - a rich fan's tribute / ripoff of the WWWE but with such an open future. Great potential. It always felt like you could take it in so many possible directions. This is especially true as there has been an ownership change, and even though that cost the company one of their top stars, it creates new possibilities. The addition of FAW and the Be a Star talent just makes it all the more appealing. </p><p> </p><p>

    In a way, being an SE company could make the AWF feel a lot like what you've been booking. But its a smaller company, and its ripe for a new direction. the main problems I have with running the AWF are that I don't love the setup of the women's division, and i have a hard time not signing every interesting prospect / character there is. </p><p> </p><p>

    PWI didn't really appeal for a long time. It wasn't the company itself, or the talent. It was the backstory. Shane Allman building up this little company was a great narrative, but when I tried to book them, I felt limited by his "vision" of what PWI should be. But I've come around on that a bit, and its kinda cool to have a company that hasn't existed in the US for almost thirty years - a serious, performance-based company with a national profile. </p><p> </p><p>

    The smaller promotions have a ton of interesting dynamics going on. Just depends on what particular company dynamics appeal. The ThunderVerse also makes fertile ground for a custom promotion. At one point, I toyed around with creating my own promotion - Progress Wrestling, stealing the logos and such from the real company - with Casey Skym as the owner. Its really easy to load up on good young talent.</p>

  16. Haven't had any TEW time of late and probably wont' for a while longer, but maybe over the Christmas break.... Any TEW time over the last while has been with a variation of the WCW Lives 2001 mod that I was either playing or tweaking. But the Tverse beckons.

     

    The AWF has been my Tverse go-to for so long but when I actually plug around in the roster.... something about them just doesn't appeal at this point. Leaning heavily toward PWI. As I've complained before, I typically find that trying to stay true to the Allman way is limiting, but my approach is that Allman is pressured by sponsors and networks to be more widely appealing, so he's forced to add in a bit more character and storyline stuff. Without abandoning the in-ring importance. Makes me feel much better about signing some talent that are as much about character as talent.

     

    The hard part of any Tverse save for me is limiting the signings. There is just too much appealing talent. One of the things that is fun to plan is adding a cruiserweight division - some real fun possibilities coming up with masked characters.

  17. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="vtechguy" data-cite="vtechguy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41205" data-ipsquote-contentclass="forums_Topic"><div>The Global Wrestling Network has launched today</div></blockquote><p> </p><p> It will be re-branded within a week.</p>
  18. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Vagrant" data-cite="Vagrant" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41205" data-ipsquote-contentclass="forums_Topic"><div>As has GFW apparently going by the Bound for Glory press release it seems they are once again being referred to as Impact Wrestling.</div></blockquote><p> </p><p> When Jarrett took a leave, it was noted a few places that he had the GWF brand trademarks so that would likely explain another change. </p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="vtechguy" data-cite="vtechguy" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41205" data-ipsquote-contentclass="forums_Topic"><div>WCPW is falling apart too, time to keep an eye on who will become the new GM seeing how most of the key people that brought the company to life have left.</div></blockquote><p> </p><p> I don't know or follow WCPW at all, but several people who follow it reasonably well immediately called this is a likely work-shoot rather than legit departures.</p>
  19. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Defmall" data-cite="Defmall" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41194" data-ipsquote-contentclass="forums_Topic"><div>Why does the jump to "Cult" size hurt so much, financially.<p> </p><p> I was playing a regional fed in a RW mod and turning a profit of almost 100,000 a month. Once I made it to Cult size, i LOST over $200,000.</p><p> </p><p> Let's assume that you do indeed have to take on a larger advertising budget. Ok, I get that. But how can expenses go up Exponentially if you are using the same TV nertwork(s) and the same talent?</p></div></blockquote><p> </p><p> Because Cult is where most companies run into serious problems. You go from a regional promotion, where you can basically be run out of someone's garage or basement, to one with a larger profile. You need actual staff to run things, a headquarters of some sort, etc. Moving up in size is part of what killed ECW (in TEW terms) and they never even fully made the step (never had a true HQ, etc). TNA were cult for a time but never made money. </p><p> </p><p> You go from a small business serving one area to a larger business serving a larger area. Things have to grow to accommodate that change and that increases costs.</p>
  20. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="soxfan93" data-cite="soxfan93" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="41174" data-ipsquote-contentclass="forums_Topic"><div>Hey guys. I asked this last week in the Booking Committee thread, but it got overlooked, so I thought I'd try here.<p> </p><p> Other than the ceremonial burning of the attire, how do you guys go about removing a gimmick such as Goldust or Flash Funk?</p></div></blockquote><p> </p><p> Series of vignettes to launch the new character - think Triple H's interviews when he became The Game. </p><p> </p><p> Forced change - think someone targets them and basically forces them to stop using the gimmick in some way. Whether something "super-naturally" or even just a stipulation match. </p><p> </p><p> Series of vignettes or interviews about the person behind the gimmick, allowing them to come out from behind. </p><p> </p><p> Serious heel turn, abandoning what was fun and interesting about them.</p>
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